How would you make an balance a roundstart "Brute" species?

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Armhulen
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How would you make an balance a roundstart "Brute" species?

Post by Armhulen » #577453

How would you make a species that is a strong brute physically that changes gameplay in a fun and meaningful way while keeping them balanced?
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Re: How would you make an balance a roundstart "Brute" species?

Post by PepperPrepper » #577454

I'm shit at balance but I'd start with hulk fingers and slower healing.
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Re: How would you make an balance a roundstart "Brute" species?

Post by Armhulen » #577455

Also I know that I'm gonna get some hatemail by saying this but I think a true brute species should be locked out of assistant as assistants do not interact with station equipment enough, i wouldn't want it to be a "greytide" race by bypassing all the downsides by just smashing up hopline you get me
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Re: How would you make an balance a roundstart "Brute" species?

Post by wesoda25 » #577456

Slower xd
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Re: How would you make an balance a roundstart "Brute" species?

Post by Armhulen » #577457

wesoda25 wrote:Slower xd
You fuck
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Re: How would you make an balance a roundstart "Brute" species?

Post by Mickyan » #577459

Double stun/knockdown duration (too clumsy to get up fast)

I would not trust the community with a race that can do any apecific job better than others, see: people only playing plasmaman as engineer to weaponize radiation
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Re: How would you make an balance a roundstart "Brute" species?

Post by Space Panda » #577485

and they have to eat a lot more

like 5 times more
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Re: How would you make an balance a roundstart "Brute" species?

Post by cacogen » #577488

Can't fit through doors has to use the wall
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Re: How would you make an balance a roundstart "Brute" species?

Post by SkeletalElite » #577491

Benefits:
Higher punch damage (not as good as hulk but better than human)
Can use their hands as a crowbar
More likely to cause wounds
Harder to escape grab

Drawbacks:
Longer knockdowns/stuns
Same weapon restrictions as hulk
Can only eat meat

Other:
Unique Interaction with hulk mutation

I feel like it could use some other benefit on top of that because the hulk weapon restriction is really bad but who knows.
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Re: How would you make an balance a roundstart "Brute" species?

Post by NecromancerAnne » #577522

Golems?
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Re: How would you make an balance a roundstart "Brute" species?

Post by Armhulen » #577523

NecromancerAnne wrote:Golems?
What about them?
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Re: How would you make an balance a roundstart "Brute" species?

Post by Stickymayhem » #577524

The idea of having like one brute on the security force as an asset you can deploy sounds fun
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Re: How would you make an balance a roundstart "Brute" species?

Post by Tlaltecuhtli » #577547

if they get pushed down/slip they need 3x more time to go up
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Re: How would you make an balance a roundstart "Brute" species?

Post by wesoda25 » #577555

Less intelligent/can’t interact with machines
TWO BACK SLOTS (Or dual wielding duffel-bag ability)(or if we ever make objects have weight and give you slowdown, they can carry more easier)
Can speak with snakes (snake language genome)
Less pushed around by gravity stuff
Have to wear xxl jumpsuits or they tear them
Blubber reserves so resistant to cold
Can eat monkeys
Can possibly have duplicate organs
Fatal cheese allergies (bc snake genome)
If gibbed they spread way more stuff around
Super fast metab rates like people suggested will be fun
Lots of blood
Is neanderthal
Reagents having less effect, takes more sedative to drop a bear than a bunny
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Re: How would you make an balance a roundstart "Brute" species?

Post by Super Aggro Crag » #577692

I'd make them Space Cyclops they'd be harder to shove out of the way like disarm will make them stumble and not be able to move a second but you gotta hit them with it multiple times to push them back but if you knock them down they're slower to get up and they take double eye damage from blinding stuff and also they have bad depth perception so their throwing and shooting has more drift by default. Also they slow down less with heavy stuff like duffel bags and riot armor.

Put them in riot suits and give them shields and let them bap grey shirtd
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Re: How would you make an balance a roundstart "Brute" species?

Post by thehogshotgun » #577773

Ooh we adding ogryns?
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Re: How would you make an balance a roundstart "Brute" species?

Post by SkeletalElite » #577784

Super Aggro Crag wrote:I'd make them Space Cyclops they'd be harder to shove out of the way like disarm will make them stumble and not be able to move a second but you gotta hit them with it multiple times to push them back but if you knock them down they're slower to get up and they take double eye damage from blinding stuff and also they have bad depth perception so their throwing and shooting has more drift by default. Also they slow down less with heavy stuff like duffel bags and riot armor.

Put them in riot suits and give them shields and let them bap grey shirtd
riot armor doesn't have slowdown anymore boomer
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Re: How would you make an balance a roundstart "Brute" species?

Post by Super Aggro Crag » #577809

SkeletalElite wrote:
Super Aggro Crag wrote:I'd make them Space Cyclops they'd be harder to shove out of the way like disarm will make them stumble and not be able to move a second but you gotta hit them with it multiple times to push them back but if you knock them down they're slower to get up and they take double eye damage from blinding stuff and also they have bad depth perception so their throwing and shooting has more drift by default. Also they slow down less with heavy stuff like duffel bags and riot armor.

Put them in riot suits and give them shields and let them bap grey shirtd
riot armor doesn't have slowdown anymore boomer
Im usually the one rioting these days

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Re: How would you make an balance a roundstart "Brute" species?

Post by NecromancerAnne » #577814

Armhulen wrote:
NecromancerAnne wrote:Golems?
What about them?
They are to me the quintessential 'brute'. Slow, lumbering, but strong and easily able to overwhelm an opponent. I just don't see how you can improve upon that.
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Re: How would you make an balance a roundstart "Brute" species?

Post by BrianBackslide » #577951

Crab people. They get natural space protection and one big arm that can bash down doors. The downside? No helmet slot, no gloves, their exosuit slot can't hold anything larger than an armor vest, and they only get one free hand.
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Re: How would you make an balance a roundstart "Brute" species?

Post by Armhulen » #577992

NecromancerAnne wrote:
Armhulen wrote:
NecromancerAnne wrote:Golems?
What about them?
They are to me the quintessential 'brute'. Slow, lumbering, but strong and easily able to overwhelm an opponent. I just don't see how you can improve upon that.
Yeah, but they have factors that would make them bad roundstarts.
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Re: How would you make an balance a roundstart "Brute" species?

Post by PKPenguin321 » #578071

You joke but making them slow is really probably the way to go if you want a simple solution. Being able to do things quickly makes or breaks you in this game, from moving to fighting. If you make a good fighter who can win faster, they should have to make up for it in their movement speed.
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Re: How would you make an balance a roundstart "Brute" species?

Post by terranaut » #578092

+1 to any result on a fist damage roll
slightly less damage from pressure and fire

Slower action timer on things requiring dexterity (like sutures and such)
cant wear gloves because they have big meaty claws fingers and nanotrasen doesn't make XXXXXL gloves just yet
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Re: How would you make an balance a roundstart "Brute" species?

Post by Suspicious » #578551

While prone, still dense.
Can't crawl under things.
Can grab and throw a mob at 'passive' grip.
Gets hungry more quickly.
Slows down in 1-tile-wide gaps (dunno if this is possible)
Armor is less effective, or requires special modification to be effective.


Just a few ideas.
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Re: How would you make an balance a roundstart "Brute" species?

Post by cacogen » #578561

Is capable of pulling up a big rock where it stands and throwing it at you but its hitbox is bigger so it's easier to hit with a Molotov than common infected. Also it causes the ground to shake when it moves which throws your aim off.
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Re: How would you make an balance a roundstart "Brute" species?

Post by trollbreeder » #578596

cacogen wrote:Is capable of pulling up a big rock where it stands and throwing it at you but its hitbox is bigger so it's easier to hit with a Molotov than common infected. Also it causes the ground to shake when it moves which throws your aim off.
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